package charts.series.bars;

import flash.filters.DropShadowFilter;
import flash.geom.Matrix;

class Plastic extends ElementBase {
	
	public function new( index:Float, style:Dynamic, group:Float ) {
		super(index, style, style.colour, style.tip, style.alpha, group);
		
		var dropShadow:DropShadowFilter = new flash.filters.DropShadowFilter();
		dropShadow.blurX = 5;
		dropShadow.blurY = 5;
		dropShadow.distance = 3;
		dropShadow.angle = 45;
		dropShadow.quality = 2;
		dropShadow.alpha = 0.4;
		// apply shadow filter
		this.filters = [dropShadow];
	}
	
	public override function resize( sc:ScreenCoordsBase ):Void {
		
		this.graphics.clear();
		var h:Dynamic = this.resize_helper( cast( sc, ScreenCoords) );
		
		this.bg( h.width, h.height, h.upside_down );
		this.glass( h.width, h.height, h.upside_down );
	}
	
	function bg( w:Float, h:Float, upside_down:Bool ):Void {
	
		var rad:Int = w/3;
		if ( rad > ( w / 2 ) )
		rad = w / 2;
		
		this.graphics.lineStyle(0, 0, 0);// this.outline_colour, 100);
		
		var allcolors:Array<Dynamic> = GetColours(this.colour);
		var lowlight:Int = allcolors[2];
		var highlight:Int = allcolors[0];
		var bgcolors:Array<Dynamic> = [allcolors[1], allcolors[2], allcolors[2]];
		var bgalphas:Array<Dynamic> = [1, 1, 1];
		var bgratios:Array<Dynamic> = [0, 115, 255];
		//var bgcolors:Array = [allcolors[1], allcolors[2]];
		//var bgalphas:Array = [1, 1];
		//var bgratios:Array = [0, 255];
		var bgmatrix:Matrix = new Matrix();
		var xRadius:Float;
		var yRadius:Float;
		var x:Float;
		var y:Float;
		var bevel:Float = 0.02 * w;
		var div:Int = 3;
		
		bgmatrix.createGradientBox(w, h, (180 / 180) * Math.PI );
		this.graphics.beginGradientFill('linear' /*GradientType.Linear*/, bgcolors, bgalphas, bgratios, bgmatrix, 'pad'/*SpreadMethod.PAD*/ );
		
		if ( h > 0 || h < 0)
		{ /* height is not zero */
			
			/* draw outline darker rounded rectangle */
			this.graphics.beginFill(0x000000, 1);         
			this.graphics.drawRoundRect(0, 0, w, h, w/div, w/div);
			
			/* draw inner highlight rounded rectangle */
			this.graphics.beginFill(highlight, 1);
			this.graphics.drawRoundRect(0 + bevel, 0 + bevel, w - 2 * bevel, h - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
			
			/* draw inner gradient rounded rectangle */
			bevel = bevel * 3;
			this.graphics.beginGradientFill('linear' /*GradientType.Linear*/, bgcolors, bgalphas, bgratios, bgmatrix, 'pad'/*SpreadMethod.PAD*/ );
			this.graphics.drawRoundRect(0 + bevel, 0 + bevel, w - 2 * bevel, h - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
			
		}
		else
		{
			
			/* draw outline darker rounded rectangle */
			this.graphics.beginFill(0x000000, 1);         
			this.graphics.drawRoundRect(0, 0 - 2*bevel, w, h + 4*bevel, w/div, w/div);
			
			/* draw inner highlight rounded rectangle */
			this.graphics.beginFill(highlight, 1);
			this.graphics.drawRoundRect(0 + bevel, 0 - 2*bevel + bevel, w - 2 * bevel, h + 4*bevel - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
			
			/* draw inner gradient rounded rectangle */
			bevel = bevel * 3;
			this.graphics.beginGradientFill('linear' /*GradientType.Linear*/, bgcolors, bgalphas, bgratios, bgmatrix, 'pad'/*SpreadMethod.PAD*/ );
			this.graphics.drawRoundRect(0 + bevel, 0 - 2*bevel + bevel, w - 2 * bevel, h + 4*bevel - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
			
		}
		
		
		this.graphics.endFill();
	}
	
	function glass( w:Float, h:Float, upside_down:Bool ): Void {
		
		/* if this section is commented out, the white shine overlay will not be drawn */
		
		this.graphics.lineStyle(0, 0, 0);
		var bgcolors:Array<Dynamic> = GetColours(this.colour);
		var bgmatrix:Matrix = new Matrix();
		var bgalphas:Array<Dynamic> = [1, 1];
		var bgratios:Array<Dynamic> = [0, 255];
		/*var colors:Array = [0xFFFFFF, 0xFFFFFF];
		var alphas:Array = [0, 0.75];
		var ratios:Array = [127,255];   */
		var colors:Array<Dynamic> = [0xFFFFFF, 0xFFFFFF, 0xFFFFFF];
		var alphas:Array = [0, 0.05, 0.75];
		var ratios:Array<Dynamic> = [0, 123, 255];         
		var xRadius:Float;
		var yRadius:Float;
		var x:Float;
		var y:Float;
		var matrix:Matrix = new Matrix();
		var bevel:Float = 0.02 * w;
		var div:Int = 3;
		
		matrix.createGradientBox(width, height, (180 / 180) * Math.PI );
		this.graphics.beginGradientFill('linear' /*GradientType.Linear*/, colors, alphas, ratios, matrix, 'pad'/*SpreadMethod.PAD*/ );
		var rad:Int = w / 3;
		
		if ( h > 0 || h < 0 )
		{
			/* draw shine rounded rectangle */      
			this.graphics.drawRoundRect(0 + bevel, 0 + bevel, w - 2 * bevel, h - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
		}
		else
		{
			/* draw shine rounded rectangle */      
			this.graphics.drawRoundRect(0 + bevel, 0 - 2*bevel + bevel, w - 2 * bevel, h + 4*bevel - 2 * bevel, w/div - 2*bevel, w/div - 2 * bevel);
		}
		this.graphics.endFill();
	
	}
	
	/* function to process colors */
	/* returns a base color, a lowlight color, and a highlight color for the gradients based on the color passed in */
	public static function GetColours( col:Float):Array<Dynamic> {
		var rgb:Int = col; /* decimal value for color */
		var red:Int = (rgb & 16711680) >> 16; /* extacts the red channel */
		var green:Int = (rgb & 65280) >> 8; /* extacts the green channel */
		var blue:Int = rgb & 255; /* extacts the blue channel */
		var shift:Float = 0.15; /* shift factor */
		var loshift:Float = 1.75; /* lowlight shift factor */
		var basecolor:Int = col; /* base color to be returned */
		var lowlight:Int = col; /* lowlight color to be returned */
		var highlight:Int = col; /* highlight color to be returned */
		var bgred:Int = (rgb & 16711680) >> 16; /* red channel for highlight */
		var bggreen:Int = (rgb & 65280) >> 8; /* green channel for highlight */
		var bgblue:Int = rgb & 255; /* blue channel for highlight */
		var lored:Int = (rgb & 16711680) >> 16; /* red channel for lowlight */
		var logreen:Int = (rgb & 65280) >> 8; /* green channel for lowlight */
		var loblue:Int = rgb & 255; /* blue channel for lowlight */
		var hired:Int = (rgb & 16711680) >> 16; /* red channel for highlight */
		var higreen:Int = (rgb & 65280) >> 8; /* green channel for highlight */
		var hiblue:Int = rgb & 255; /* blue channel for highlight */
		
		/* set base color components based on ability to shift lighter and darker */   
		if (red + red * shift < 255 && red - loshift * red * shift > 0)
		{ /* red can be shifted both lighter and darker */
			bgred = red;
		}
		else
		{ /* red can be shifter either lighter or darker */
			if (red + red * shift < 255)
			{ /* red can be shifter lighter */
				bgred = red + red / shift;
			}
			else
			{ /* red can be shifted darker */
				bgred = red - loshift * red * shift;
			}
		}
		
		if (blue + blue * shift < 255 && blue - loshift * blue * shift > 0)
		{ /* blue can be shifted both lighter and darker */
			bgblue = blue;
		}
		else
		{ /* blue can be shifter either lighter or darker */
			if (blue + blue * shift < 255)
			{ /* blue can be shifter lighter */
				bgblue = blue + blue * shift;
			}
			else
			{ /* blue can be shifted darker */
				bgblue = blue - loshift * blue * shift;
			}
		}
	
		if (green + green * shift < 255 && green - loshift * green * shift > 0)
		{ /* green can be shifted both lighter and darker */
		bggreen = green;
		}
		else
		{ /* green can be shifted either lighter or darker */
			if (green + green * shift < 255)
			{ /* green can be shifter lighter */
				bggreen = green + green * shift;
			}
			else
			{ /* green can be shifted darker */
				bggreen = green - loshift * green * shift;
			}
		}
		
		/* set highlight and lowlight components based on base colors */   
		hired = bgred + red * shift;
		lored = bgred - loshift * (red * shift);
		hiblue = bgblue + blue * shift;
		loblue = bgblue - loshift * (blue * shift);
		higreen = bggreen + green * shift;
		logreen = bggreen - loshift * (green * shift);
		
		/* reconstruct base and highlight */
		basecolor = bgred << 16 | bggreen << 8 | bgblue;
		highlight = hired << 16 | higreen << 8 | hiblue;
		lowlight = lored << 16 | logreen << 8 | loblue;
			
		/* return base, lowlight, and highlight */
		return [highlight, basecolor, lowlight];
	}
	
	/* ellipse cos helper function */
	public static function magicTrigFunctionX (pointRatio:Float):Float{
		return Math.cos(pointRatio*2*Math.PI);
	}
	
	/* ellipse sin helper function */
	public static function magicTrigFunctionY (pointRatio:Float):Float{
		return Math.sin(pointRatio*2*Math.PI);
	}
	
	/* ellipse function */
	/* draws an ellipse from passed center coordinates, x and y radii, and number of sides */
	public function Ellipse(centerX:Float, centerY:Float, xRadius:Float, yRadius:Float, sides:Float):Float{
		
		/* move to first point on ellipse */
		this.graphics.moveTo(centerX + xRadius,  centerY);
		
		/* loop through sides and draw curves */
		var i:Int=0;
		while (i<=sides){
			var pointRatio:Int = i/sides;
			var xSteps:Int = magicTrigFunctionX(pointRatio);
			var ySteps:Int = magicTrigFunctionY(pointRatio);
			var pointX:Int = centerX + xSteps * xRadius;
			var pointY:Int = centerY + ySteps * yRadius;
			this.graphics.lineTo(pointX, pointY);
			i++;
		}
		
		/* return 1 */
		return 1;
	}
	
}
